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− | {{quotation|We want players to be able to freely collect or craft 95% of the items in the game using all professions.|website}} | + | {{stub}} |
− | In Corepunk, the [[profession]] system is used to keep track of a player's [[gathering]] and [[crafting]] skills. There are {{#ask:[[Category:Professions]]|format=count}} professions in total, with each specializing in a different resource or item.
| + | Everything about Corepunk professions. |
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− | ==Gathering==
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− | {{see|Gathering|Main Article:}}
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− | Gathering is the process of collecting materials from a [[Gathering#Resource Nodes|resource node]].
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− | There are {{#ask:[[Category:Gathering Professions]]|format=count}} different gathering professions: {{serial|{{#ask:[[Category:Gathering Professions]]}}}}.<br>
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− | [[File:GatheringProgressBar.png|thumb|Progress bar for Herbalism. The item has not yet been identified.]]
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− | To begin gathering a resource, a progress bar will appear. For the resource to drop from the node:<br>
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− | {{arrow}}The progress bar must reach the end.<br>
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− | {{arrow}}The item must be idenfitied.<br>
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− | {{arrow}}The gathering attempt must not fail.<br>
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− | This process repeats until no more gathering attempts can occur at a resource.{{Clear|right}}
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− | ==Crafting==
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− | {{see|Crafting|Main Article:}}
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− | There are {{#ask:[[Category:Crafting Professions]]|format=count}} different crafting professions: {{serial|{{#ask:[[Category:Crafting Professions]]}}}}. To craft an item, players must use the profession's respective [[Workbench]], or use the [[Synthesis Machine]]. Using a workbench, crafting requires a [[recipe]]. However, the synthesis machine doesn't require a recipe. As a result, items are crafted using it are more expensive to craft. The synthesis machine can also be used to upgrade skins you have by adding [[Upgrade Kit]]s and, optionally, some additional resources to increase the chances of acquiring rarer skins made with different materials.
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− | Items have two main judgements of satus: [[Profession#Tier|tier]], and [[Profession#Quality|quality]]. They are very similar but have different implications on the crafted item depending on the profession. The [[Stat]]s of crafted items are determined by randomly choosing a value between an upper and lower bound.
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− | ===Tier===
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− | {{see|Tier|Main Article:}}
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− | An item's tier represents how it was crafted. It affects either how many or how good an item's stats are.<br>
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− | Tier 1 items are crafted from gathered resources only. Subsequent tiers are crafted using items from the previous tier in addition to rarer gathered resources.
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− | ===Quality===
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− | {{see|Quality|Main Article:}}
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− | An item's quality represents its rarity. It is not specific to crafted items, therefore it shouldn't be compared with item tier and should instead be thought of as a completely separate metric.<br>
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− | Higher-quality items used in crafting affect the crafted item's secondary characteristics, such as a [[consumable]]'s quantity, a weapon's upgrade slots, or an artifact's secondary stats.<br>
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− | There are five possible qualities of an item: Common, Uncommon, Rare, Epic, and Legendary.
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− | ==Progression==
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− | Players can '''progress''' their professions by doing activities related to the profession. By doing this, players gain [[experience]] for both their [[character]] and the related profession. Upon gaining profession experience, 2 metrics change: [[Profession#Efficiency|Efficiency]], and [[Profession#Mastery Level|Mastery Level]] (not to be confused with [[Weapon Mastery]]).
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− | In general, increasing efficiency usually increases the chances of getting better items, whereas increasing mastery level usually increases base stats (e.g. number of gathering chances).
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− | ===Efficiency===
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− | {{see|Efficiency|Main Article:}}{{blockquote|We favor mechanics where there is a choice, and that choice has both positive and negative consequences.|Corepunk Gameplay Video #4: Professions|https://www.youtube.com/watch?v{{=}}Pfpidpblj8s&t{{=}}316s}}
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− | [[Artificial Core]]'s design philosophy includes the idea that in-game decisions are not clear-cut. '''Efficiency''' is an example of this.<br>
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− | 100% efficiency is shared among the gathering professions, and a different 100% efficiency is shared among the crafting professions. Upon increasing the efficiency of one profession, the efficiency of the '''least-used''' profession of the '''same type''' decreases in tandem.
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− | A higher efficiency means:<br>
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− | {{arrow}}A higher chance of gathering rarer resources.<br>
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− | {{arrow}}A lower chance of failing the collection of a resource.<br>
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− | {{arrow}}A higher chance of crafting items with higher [[Gear Score]]. 100% efficiency on the corresponding profession is required for this to take effect.<br>
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− | {{arrow}}Access to a profession-unique bonus which affects gameplay. Upon reaching [[Level#Max Level|level 40]], 100% efficiency on the corresponding profession is required.
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− | To increase efficiency in gathering professions, players must gather resources corresponding to the gathering profession they want to increase.<br>
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− | To increase efficiency in crafting professions, players must craft items with a gear score high enough for the current mastery level of the corresponding crafting profession.
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− | ===Mastery Level===
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− | {{see|Mastery Level|Main Article:}}
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− | Mastery Level measures a profession's experience level. There are five distinct mastery levels: Newbie, Journeyman, Craftsman, Expert, and Master.
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− | A higher mastery level unlocks:<br>
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− | {{arrow}}The ability to gather higher tier resource nodes.<br>
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− | {{arrow}}Additional gathering chances.<br>
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− | {{arrow}}A higher chance of finding a resource.<br>
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− | {{arrow}}A [[Mastery Level#Crafting Professions|profession-specific bonus]] to crafted items.
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− | Unlike efficiency, mastery level can never decrease.
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